Initial settlement placement is crucial; aim for as many resources in the middle numbers- 5,6,8,9 - or place settlements around the same resources in those numbers to be able to effectively trade/maritime trade for the resources you need. But beware of the robber as if this sits on your hex you won't be able to earn ANYTHING! As for the resources, either look to build settlements to receive all 5 resources, or build settlements to receive 4 resources and find a way to trade them in exchange for the 5th resource.
PORTS: Placing one of your initial settlements on a port can be beneficial because it will allow you to trade in resources through Maritime trades right away, instead of having to wait several turns to build to one. BUT, you should only do this if the port falls between two hexes so that you'll be on two hexes and if the two numbers on those hexes are typically one of the stronger numbers (5,6,8,9). Keep in mind if this is your second starting settlement being placed on the port, you will receive only two starting resources. Also, make sure the port you choose will be supported by the placement of your second starting settlement (i.e. your first settlement is placed on a wood port and either the first or second settlement is on one or more wood hexes.)
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1. How to Occupy a Position:
(1). You should occupy as many points as possible, such as 5,6,8, and 9. These are called high-probability points, followed by 4 and 10.
(2). You should prioritize the occupation of wheat > stones > wood = bricks > sheep, with the priority order decreasing in sequence, except for special ports.
(3). You should give priority to occupying ports, especially the 3-for-1 ports, in case of emergency, except for special ports.
Special ports: These are ports that can occupy three or more of the same resources and contain two or more resources with high probability points.
(4). When competing with other players for resource points in the early stage, one should try to calculate the distribution of resources in the player's hand as much as possible, and cut losses in time or win with one hit. When other players hold development cards, it is necessary to default to the development cards that can threaten the resource points we want to seize, such as the "Build Two Roads" card, and avoid risks in time, for example, build roads first to seize.
2. How to Use Resources:
(1). You are allowed to temporarily lack two of the three resources: sheep, wood and bricks, that is, at most two of the above resources. Occupy the 3-for-1 port as soon as possible to make up for the shortage of resources. When corresponding resources are lacking, priority should be given to trading with other players, which is much more cost-effective than maritime trade, except during special periods.
Special period: In the early stage of the game, that is, when all players' scores do not exceed 4 points, in order to restrict players with good resource points, key resource transactions may not be conducted with them. In the middle and later stages of the game, that is, when the average score of players is greater than or equal to 5 points, it is necessary to reduce the trading of key resources and try to conduct maritime trade through the ports occupied in the early stage.
(2). Make rational use of the obtained resources. Acquire development cards > upgrade cities > build villages <> build roads. The priority decreases in sequence. When it is necessary to seize resource points, roads should be built first. When it is necessary to expand resource points, villages should be given priority for construction. Development cards are not just about moving away robbers; they can also bring you unexpected effects.
(3). Try to make trades occur in your own turn, unless it is a favorable trade or you are extremely short of relevant resources. Pay attention to controlling the number of cards in your hand after trading in non-your own turn. Before the end of your turn, try to keep your hand of cards below five, except in special circumstances.
Special case: If each hand has 2 to 3 resources and some resources are missing, making it impossible to carry out any construction or port transactions, and no one is willing to trade, it can be retained until the next round, but the risk is extremely high. At this point, the importance of the port becomes evident.
3. Detailed Explanation of the Development Card:
(1). There are a total of 25 development cards, including 14 Knight cards, 5 score cards, and 6 function cards. The function cards also include 2 monopoly cards, 2 cards for building two roads, and 2 cards for obtaining any two types of resources. The score card will help us hide the actual score, avoid being suppressed by too many Cavaliers, and also enable us to win unexpectedly.
(2). The use of knights: Knights are similar to rolling out 7 on a dice. The difference is that the knight is actively triggered and can be triggered before the dice roll, thereby suppressing key resources. And if you play three or more knights first, you will get the biggest knight, that is, 2 points. This extra score is very crucial.
(3). Use of function cards: Monopoly cards should be used as much as possible in the middle and later stages when resources are explosive, and the effect is extremely impressive. They can also be used in the early stage when seizing resource points or suppressing other players. Before using them, pay attention to checking the action records to maximize the acquisition of resources. Build two road cards, which can be used when seizing resource points or when competing for the longest road in the middle and later stages. It's quite unexpected. Obtain any two types of resource cards and try to get the resources you lack. Do not use them randomly. This card can be used as a function card for the game-winning game and can win in dangerous situations.
4. How to Quickly Obtain Scores:
(1). Earn points through development cards. This is the simplest and most direct way to get points, and it is also concealed. However, when you collect three or more Knight cards, you can get at least two points, and this only requires nine resource cards, involving only three types of resources. It is highly repetitive and easy to obtain. And with the Knight Card, we can also gain the initiative on the field and achieve the effect of suppressing other players. Please pay attention to using it reasonably. If you unexpectedly obtain a score card or a function card, it can play an even more unexpected role. It should be noted that the function cards we obtain should be used as much as possible when they can be converted into actual scores, except in special circumstances.
Special circumstances: When it is necessary to suppress opposing players or compete for key resource points.
(2). Obtaining points through villages and cities is our most fundamental source of points. It should be noted that building villages and cities is not something that must be done in this game, but something that we should follow naturally when resources are abundant. That is to say, one should not force the use of too many resources to obtain this one point, as the cost-effectiveness is too low, except in special circumstances.
Special case: The resource points we are striving to seize will offer considerable returns in the future. The earlier we occupy them, the earlier we will benefit. Therefore, we can spend more resources to seize them first.
(3). Score by achieving achievements, that is, the biggest knight or the longest road. It should be noted that one should not obtain the longest path too early. The falsely marked score will be suppressed by other players. One should try to obtain it at the crucial moment of victory and not give other players time to react. Unless one has an absolute advantage and other players won't easily seize it.
5. Practical Skills:
(1). When competing for the same resource point, calculate the distribution of resources in the player's hand and cut losses in time or win with one hit.
(2). When relevant resources are lacking in the early stage, it is necessary to always pay attention to who will have surplus resources and promptly propose a transaction. There is a high probability that the transaction will be successful.
(3). By taking more development cards, you can control the situation and suppress other players, and even achieve unexpected victories.
(4). In the middle and later stages of the game, when a player has a priority of 5 points and holds a development card, always be cautious and suppress them.
(5). When you have a plan for obtaining development cards and building villages in the early stage, you can quickly gain at least 4 points in the same round, that is, obtain the largest knight and the longest road simultaneously. If villages or cities can still be built and development cards can also obtain score cards, the score that can be displayed in the same round will be even higher. This depends on the initial construction planning and the acquisition of development cards, which can achieve an unexpected victory effect.
(6). Knight Suppression Priority: In the early stage of the game, that is, before all players score no more than 4 points, priority suppression will be given to players competing with you for resource points and those with leading scores. In the middle and later stages of the game, that is, after a player has scored 5 points, priority should be given to suppressing the player with the leading score. Never suppress players who are not leading in scores due to personal preferences or being swayed by emotions. This is an extremely irrational behavior. We need to always keep in mind that from the very beginning of participating in this game, we have and only one goal, and that is to come first.
(7). How can the scores be suppressed when they are the same or similar? Judging from the development potential, the first priority is to suppress the player who may obtain the largest knight. Second, compare the number of development cards and give priority to suppressing players with a large number of development cards. Third, look at the points rolled by the dice roll and give priority to suppressing the players who have gained the most recently. Fourth, look at the architectural planning and prioritize suppressing the players who may acquire the largest roads. It should be noted that all the above are judgments on development potential. In actual combat, we need to apply them flexibly according to the trend of the situation.
The above is a joint creation based on over a hundred classic matches played by many top players in the arena and my own understanding of the game. I hope it can be helpful to you and increase your winning rate in the game.
written by SpongeBob66 in https://boardgamearena.com/forum/viewtopic.php?t=43440